//-----------------------------------【Direct3D_Init( )函数】--------------------------------------
//	描述:Direct3D初始化函数,进行Direct3D的初始化
//------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hwnd)
{
	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之一,创接口】:创建Direct3D接口对象, 以便用该Direct3D对象创建Direct3D设备对象
	//--------------------------------------------------------------------------------------
	LPDIRECT3D9  pD3D = NULL; //Direct3D接口对象的创建
	if( NULL == ( pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) //初始化Direct3D接口对象,并进行DirectX版本协商
		return E_FAIL;

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之二,取信息】:获取硬件设备信息
	//--------------------------------------------------------------------------------------
	D3DCAPS9 caps; int vp = 0;
	if( FAILED( pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps ) ) )
	{
		return E_FAIL;
	}
	if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;   //支持硬件顶点运算,我们就采用硬件顶点运算,妥妥的
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,无奈只好采用软件顶点运算

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之三,填内容】:填充D3DPRESENT_PARAMETERS结构体
	//--------------------------------------------------------------------------------------
	D3DPRESENT_PARAMETERS d3dpp; 
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.BackBufferWidth            = WINDOW_WIDTH;
	d3dpp.BackBufferHeight           = WINDOW_HEIGHT;
	d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount            = 1;
	d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality         = 0;
	d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
	d3dpp.hDeviceWindow              = hwnd;
	d3dpp.Windowed                   = true;
	d3dpp.EnableAutoDepthStencil     = true; 
	d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
	d3dpp.Flags                      = 0;
	d3dpp.FullScreen_RefreshRateInHz = 0;
	d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之四,创设备】:创建Direct3D设备接口
	//--------------------------------------------------------------------------------------
	if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 
		hwnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;

	SAFE_RELEASE(pD3D) //LPDIRECT3D9接口对象的使命完成,我们将其释放掉

		if(!(S_OK==Objects_Init(hwnd))) return E_FAIL;     //调用一次Objects_Init,进行渲染资源的初始化

	return S_OK;
}
Beispiel #2
0
HRESULT Direct3D_Init(HWND hwnd, HINSTANCE hInstance)
{

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之一,创接口】:创建Direct3D接口对象, 以便用该Direct3D对象创建Direct3D设备对象
	//--------------------------------------------------------------------------------------
	LPDIRECT3D9  pD3D = NULL; //Direct3D接口对象的创建
	if (NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION))) //初始化Direct3D接口对象,并进行DirectX版本协商
		return E_FAIL;

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之二,取信息】:获取硬件设备信息
	//--------------------------------------------------------------------------------------
	D3DCAPS9 caps; int vp = 0;
	if (FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps)))
	{
		return E_FAIL;
	}
	if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;   //支持硬件顶点运算,我们就采用硬件顶点运算,妥妥的
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,无奈只好采用软件顶点运算

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之三,填内容】:填充D3DPRESENT_PARAMETERS结构体
	//--------------------------------------------------------------------------------------
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.BackBufferWidth = WINDOW_WIDTH;
	d3dpp.BackBufferHeight = WINDOW_HEIGHT;
	d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount = 2;
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality = 0;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.hDeviceWindow = hwnd;
	d3dpp.Windowed = true;
	d3dpp.EnableAutoDepthStencil = true;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	d3dpp.Flags = 0;
	d3dpp.FullScreen_RefreshRateInHz = 0;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之四,创设备】:创建Direct3D设备接口
	//--------------------------------------------------------------------------------------
	if (FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
		hwnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;


	//获取显卡信息到g_strAdapterName中,并在显卡名称之前加上“当前显卡型号:”字符串
	wchar_t TempName[60] = L"当前显卡型号:";   //定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中
	D3DADAPTER_IDENTIFIER9 Adapter;  //定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息
	pD3D->GetAdapterIdentifier(0, 0, &Adapter);//调用GetAdapterIdentifier,获取显卡信息
	int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型
	MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了
	wcscat_s(TempName, g_strAdapterName);//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中
	wcscpy_s(g_strAdapterName, TempName);//把TempName中的结果拷贝到全局变量g_strAdapterName中,大功告成~

	if (!(S_OK == Objects_Init())) return E_FAIL;

	SAFE_RELEASE(pD3D) //LPDIRECT3D9接口对象的使命完成,我们将其释放掉

		return S_OK;
}